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This is a guide to play Stargate SG-1 RPG(2021) by Wyvern Gaming on Roll20. It is split into two main sections:

The end of the page contains useful links outside of Roll20.
The main page of the Stargate RPG, v.1.50 Character Sheet


Character Sheet

General Info

Example:Kulera makes a Culture Check

This is the Official Roll20 Character Sheet by Wyvern Gaming, created by Andreas J.. Sheet Version 1.55

  • All Attribute/Skill/Save/Attack rolls are always rolled twice each time, so that Advantage/Disadvantage can be quickly determined. If you have neither, just use the first roll.
  • It's recommended you first assign your Main Attributes & Proficiency Bonus. The other stats will be updated according to the main stats, leaving less things to adjust manually.
  • All roll buttons can be dragged to your Macro quickbar, or used directly in the q Text Chat by calling the button by it's name.
  • The sheet is under active development and will have more features & updates. See Changelog for recent changes.
  • The button's and attribute's names are displayed on a tooltip when hovering your mouse over them(most stats).
Hovering your mouse over an attribute or button will show it's name. You can then use this info to create you own macros or add them to other rolls on your sheet, such as one of the #Custom Rolls.


The buttons to switch between the sheet's pages

The character sheet is split into three pages:

  • Main(for the core info)
  • Background(for info on race/class/origin/other notes)
  • Settings(for general sheet settings and misc other things)


The main page of the Stargate RPG, v.1.50 Character Sheet

Most of the stats are saved on the Main page.


  • Hit dice: Can be used in rolls with @{hd}
  • Tension Dice: set it to be the right one for the session. Can be used in rolls with @{td}
  • Mission Points Max value is currently on #Settings Page


  • When you type in the attribute, the character sheet automatically calculates the attribute's modifier. It will also increase/decrease the the bonus to the related skills, saves, initiative, moxie and Armor Class.
  • @{str_mod}, @{dex_mod} etc.
  • (not available yet: option to track temporal Attribute damage/boost)


  • The skill modifiers will increase/decrease automatically when you change your main attributes
  • When you check the Proficiency checkbox for a skill, the sheet will automatically add your current Proficiency bonus to the skill
  • You can manually edit your skill modifier if you have some other bonuses
  • (not available yet: option to make skill rolls using alternative attributes)

Hit Points, Armor Class & Proficiency

  • You can track HP@{hp},@{hp|max} and temporary HP separately@{hp_temp},@{hp_temp|max}.
  • The AC is set by default to 10, and need to be manually adjusted for dex modifier or armor. @{ac}
  • The Proficiency need to manually updated when it increases for your character, but any changes to proficiency(@{prof}) will automatically make changes to relevant skills, saves, and determination.
Examples on how to make Initiative/Moxie Rolls appear on the Turn Tracker.

Initiative & Moxie

  • Currently, the sheet sets your Initiative bonus according to your Dex modifier, so you might need to change it if your other relevant stat for it is higher.
  • Currently, the sheet sets your Moxie bonus according to your Cha modifier, so you might need to change it if your other relevant stat for it is higher.

Rolling Initiative & Moxie

If you want a characters roll to appear on the t Turn Tracker, you need to have the character's token selected before making the roll. Otherwise the result only appears in the q Text Chat. See Link token to Character Sheet.

  • %{selected|init}/%{selected|moxie} will do the rolls for the selected token
  • %{target|init}/%{target|moxie} will prompt you to select a token, then roll

Death Saves

You can roll Death Saves from the title button, and then track failures/successes in the tracker.


Tracks your levels of Exhaustion, doesn't modify rolls/stats based on position, just a visual indicator.

Inventory & Bulk

For storing items currently carried by the character. The #Background Page have a separate "Equipment"-section for tracking the characters all equipment.

Character's bulk needs to be manually edited, and it doesn't affect the sheet in any way (currently).


  • The save modifiers will increase/decrease automatically when you change your main attributes
  • When you check the Proficiency checkbox for a save, the sheet will automatically add your current Proficiency bonus to the skill
  • You can manually edit your save modifier if you have some other bonuses


An Attack section filled out for a soldier
  • When you press an attack roll button, it will rolls your Attack & Damage at the same time.
  • You must manually set the attack bonus
  • Roll result won't show range/reload info
  • If damage field is left empty, the sheet will roll "0" for the damage.

Tips: You can use one of your attack slots for quickly rolling some of your class/racial/feat abilities. If you have a First Aid Kit, you can assign the amount it heals as the damage, and write in the "Damage type" spot "healing". Alternatively, use the Custom Rolls-section found on the Settings-page.


Background Page for Lanni (v.1.41)

The sheet have simple text-boxes for filling out Racial/Class/Feat abilities, as well as Equipment & other notes, but will later be improved later.

The Equipment-section is separate from the #Inventory-section on the Main page, to make it easier to keep track of all the equipment owned/stashed, and what is carried on person at the moment.


Settings Page (v.1.45)

Contains general settings for the sheet, a changelog, and tracking for some misc. stats.

  • change if the character makes rolls in public, or just to the GM
  • change if the character's name is shown in roll result
  • Track your Mission Points
  • Track your Eureka Points


  • Buttons for Short Rest, Long Rest, and Tension Die

NPC Stuff

  • For storing hidden NPC name, CR, and type
  • (will eventually be expanded to full NPC sheet)

Custom Rolls

This section shows three examples of macros that can be used for the sheet. Good spot for saving and rolling any misc. rolls that isn't covered by other sections. These rolls are made privately if the sheet is set to only make private rolls.

The buttons can be dragged to the Macro quickbar, or called with the command &{charactername|custom1}, &{charactername|custom2} etc.

Saves a custom roll button to the Macro quickbar, and then make a roll with it for the character.

Default Settings

The Settings available for Game Masters to change how new character sheets are set when created. These are found on the Campaign's Game Settings Page.

  • few spots to store NPC info, until a full NPC sheet is created

Roll Template

The basic structure of the &{template:stargate} roll template built into the sheet.

&{template:stargate} {{title=Title of the Roll}} {{subtitle=Subtitle which is optional }} {{color=}} {{Normal row= The sheet can have any number of these sections. Everything to the left of the equal sign is bolded.}} {{desc= If the left side contain exactly "desc", then the equal sign is removed and any content is spread to the with of the full template. Inline roll: [[d20+3]] }}
Result of the example output from above
  • &{template:stargate} tells Roll20 to use this roll template. There is also &{template:default} but it isn't as good.
  • (optional) @{whisper} at the start can be adjusted from a sheet's Settings page to whether the roll is made public, or just to the GM.
  • {{title=Title of roll}}.
  • (optional) @{show_name} in the middle determines if the character's name is shown in the templates subtitle section or not: {{subtitle=@{character_name} }}.
  • (optional) the {{color=}} determine what color the title section of the roll. It accepts "green","white", "black". If the section is skipped, the title section is "red" by default.
  • (optional, any number) {{ = }}, sections with a equal sign in the middle, making the left side's text bold, and aligning the equal sign approximately in the middle. You can have any number of these sections in your macro.
  • (optional) {{desc = }} A full width section displaying everything written on it, useful for longer text descriptions.

3 examples on using the built-in roll template:

@{whisper}&{template:stargate} {{color=white}} {{title=ADVANCED TECHNOLOGY}} @{show_name}  {{Intelligence (Engineering)=[[1d20+@{td}]]}} {{Intelligence (Engineering)(If Adv/Disadvatage)=[[1d20+@{td}]]}} {{desc=Whenever you make an Intelligence (Engineering) check that involves technology with a tech level of 4 or higher, you add +TD to the check.}}
&{template:stargate} {{color=green}} {{title=FIRST AID(Medic)}} @{show_name}  {{Healing=[[1d8+@{prof}[proficiency] ]]}} {{desc=Your extensive training in field medicine allows you to rapidly provide aid to a wounded team member. When you use a med kit to heal you add your Proficiency modifier to the damage healed. In addition, you may use a med kit to heal a wounded team member as an action (rather than during a short rest). Med kits cannot heal the target again until after a short rest.}}
@{Kulera|whisper}&{template:stargate} {{title=@{Kulera|attack3}}} @{Kulera|show_name} {{[[d20+(@{Kulera|attack3_to_hit})]]=[[d20+(@{Kulera|attack3_to_hit})]]}} {{Damage=[[@{Kulera|attack3_dmg}+0]]}} {{desc=@{Kulera|attack3_special} }}


Here are few example you can use in your game, you can just copy them into the q Text Chat and press enter, or save it as a macro for repeated use. See the API-section for more advanced examples that require API(Pro Subscription), or the Complete Macro Guide on how you can create more complicated macros in general.

  • Hit Dice
    • Simple(example for someone with a d10 HD and Con modifier of 3.): r/ 1d10+3(Edit to be correct for your character)
    • HD Recovery(example for someone with a d10 HD and Con modifier of 3.): &{template:default} {{name=**Hit Dice Recovery**}} {{Character recovers=[[d10+3]]}} (Edit to be correct for your character)
    • HD Recovery(Macro that asks for the stats): &{template:default} {{name=**Hit Dice Recovery**}} {{Character recovers=[[?{Character's Hit Dice?|d10}+?{Character's Constitution modifier?|0}]]}}
    • HD Recovery(When selecting a token linked to a character sheet, automatically checks the characters stats): &{template:default} {{name=**Hit Dice Recovery**}} {{Character recovers=[[@{selected|hd}+@{selected|con_mod}]]}}


Few tips & trips for GateMasters on how to use some Roll20 features, for aspects relevant to Stargate in general, or the rules themselves. See Game Master & Game Management for general Roll20 info.

Initiative & Moxie

If you use the t Turn Tracker to display the Initiative & Moxie orders, you have three (simple) options to add NPCs to it:

  • use the PC method, and roll the initiative/moxie while having the NPC token selected, if you have a character sheet to use
  • select a NPC token(doesn't need a character sheet) from the map and right-click it, and select "Add Turn"
  • select the y-icon on the t Turn Tracker, and from the popup, fill in "Add Custom Item".

After an initiative/moxie is rolled, you can edit the result of any character manually, if needed.

You can create macros to speed up initiative/moxie with the code %{selected|init} and %{selected|moxie}, which will do the rolls for the selected tokens(if connected to a character sheet), or %{target|init}/%{target|moxie}, which will prompt you to select a token from the map, and will the do the roll for it.

Initiative/ Moxie Roll macros that works with any token(even ones not connected to a sheet):

&{template:stargate} {{title=Initiative}} {{subtitle= _ }} {{ Roll =[[d20+(?{initiative bonus?|0}) &{tracker}]]}}
&{template:stargate} {{title=Moxie}} {{subtitle= _ }} {{ Roll =[[d20+(?{Moxie bonus?|0}) &{tracker}]]}}

See the API-section for an example how "GroupInitiative" could make it quicker to roll Init/Moxie for multiple characters.

NPC stats

The character sheet doesn't yet have a NPC version, so if you want your NPC stats/and rolls easy, you can use the player character sheet until a simplified NPC sheet is made. Then it's made available, it will share all or most stats with the PC version, so that most/all stats should transfer easily from PC to NPC sheets without extra work.

#Settings contains few spots for storing NPC stats

Default Settings-section shows some useful options such as making newly created sheets hide their rolls by default.


When using Tokens, Linking Tokens with the Char Sheet is useful for many reasons, like being able to adjust a character's HP from the linked token.

If you want rolls quickly accessible from a token, you can set up some Token Actions.

If you have a .gif image of an Stargate that open and closes, you can start and stop the animation at either open or closed, or play the animation for players to see it open/close, and then stop the animation.


Set map to meters

Stargate RPG uses meters for movement, so if want to track/use maps on grid/hex for movement, it's a good idea to go the the Page Toolbar, and change the Page Scale from the default 5 ft. to 1 m. or 2 m., as most things have a base move of 6m. You can only set the map to track full numbers, so 1.5 m. isn't unfortunately an option.

If you want the map to represent large distances, you could set it to:

  • 6 meters, to correlate with one standard move action(most have base movement speed of 6m.) of a character, maybe practical for a chase scene on foot.
  • increments of vehicle speed.' Useful for movement with vehicles on land, air, or space.
  • several hundred meter, or even kilometers could be useful for world/regional maps players use for planning & measuring larger scale missions or situations. If they don't need any tokens on the map or do any planning, these larger maps can very well be just a handout, instead of being a full map.

Gates & Moving Between Locations

Stargate gif that can be used.(click image to go and download it)
  • Animation: if you use a gif of an stargate opening/closing animation. The token can be paused in it's open or close position.
  • Sounds: Use the u Jukebox to play the sound of the gate opening/closing, or activate the klaxon sound when in the base for immersion. (Searching the web you should be able to find usable audio clips of these.)

If the game creator is a Pro subscriber, you could use some some API Scripts to create an effect where players are automatically moved to another map when they move their token into a Stargate. This could also be used for more mundane movement like entering a building, but probably give the nicest effect if used only with the Stargates.

The Script:Teleport API seems to be the best option, as it can be used for both automatic & manual teleportation of player tokens, both within a single page, as well as between pages. The Teleport API has several configuration options that can be used for creating one-way teleportation or even give players the option to choose which Gate to connect to. (update section with concrete examples when figured out)


List of some API that could be useful in a Stargate game, with examples of usage. You can find a longer list on: API:Script Index

  • TokenMod can make a variety of changes to tokens through quick API commands, instead of needing to open Token settings and manually change things. Can manage DL/UDL settings for tokens. Makes things easier for GMs, as well as enables players to update their own token settings when needed.
    • Example1: !token-mod --set bar1_link|hp will link a token's bar1 to the character sheets's HP
    • Example2: !token-mod --set bar2_link|hp_temp set bar2 to the sheet's temporary HP
  • GroupInitiative could be useful for rolling initiative/moxie for multiple NPCs at the same time, or to clear the t Turn Tracker.
    • Configure(First time): From the GroupInit Menu that pops up in the chat, press the button to adjust the API for use with the Stargate sheet. (Alternatively, run the commands !group-init --add-group --bare init & !group-init --add-group --bare moxie, resulting in the same thing).
    • Clean+Close Turn tracker: !group-init --clear
    • Sort All Initiative/Moxie Results: !group-init --sort
    • When you want to switch between using "init" or "moxie" for the rolls, use !group-init --promote 2. When you want to switch again, use the same command.
  • GroupCheck great for making Group Check for the party or NPCs
  • Roll20 Audio Master allows controlling the u Jukebox with chat commands, and even have some extra features. Maybe you want to play the gate lockdown sequence, launch the iconic alarm sound after an explosion? Can give players partial control over it.
  • It's a Trap could be used for creating automatic traps
  • Script:EncounterHelper can streamline management of combat encounters, revealing/hiding groups of tokens when wanted, along with rolling their initiative quickly.


Result of Example4(using ChatSetAttr), where the character's HP is updated based on the roll results, Healing Bervell after a Short Rest

ChatSetAttr can be useful for editing stats of multiple character at the same time, or for creating roll macros that both does dice rolls & updates stats based on results.

ChatSetAttr commands embedded into Inline rolls, like using the roll templates(ex.3 & ex. 4) are non-intrusive in that if the API isn't installed in the game. Those rolls work normally but doesn't edit any stats, and if the API is turned on, the rolls starts to do the stat changes again. (This isn't true for all API scripts.)

The "Custom Rolls" on the sheet's Settings Page shows some examples of use, and it's possible ChatSetAttr will be more integrated to the sheet.

  • Example 1: !setattr --all --td|d8 will set the Tension Die for all character to d8. Useful for changing the TD for all chars at the start of a session.
  • Example 2: !setattr --name Bervell,Kulera --td|d10 will set the Tension Die for the two characters to d10
  • Example 3: healing: &{template:stargate} {{color=green}} {{title=Short Rest}} !modbattr --silent --charid @{target|character_id} --hp|{{Roll=[[@{target|hd}]]}}!!! {{desc=Rolls the Hit Dice and recovers that many Hit Points. }} will prompt you to select a token, and then will roll that character's HD, and increase the characters HP by the result. Token must be linked to a character sheet.
  • Example 4: &{template:stargate} {{color=green}} {{title=Short Rest}} @{show_name} !modbattr --silent --name @{character_name} --hp|{{Roll=[[@{hd}]]}}!!! save this on one of a sheet's Custom Rolls slots, and it will work like Ex.3, but you don't need to select the token.

Combat Master

can be used to improve combat, like streamline/notify who's turn it is, Quickly add Conditions to characters & keep track how long they are active, have a Timer counts seconds on how long the player have left to do their turn, and much more.

Here is a simple import-ready Condition settings for Stargate, that also include "Scuffed" and "Wounded" conditions, but no deeper automation ATM. Feel free to add your own versions of it below.

Combatmaster Condition settings for Stargate
{ "command":"cmaster", "duration":false, "favorite":false, "previousPage":"main", "gmPlayerID":"-LxpmoZCvGRuOZbzQ3jd", "hold":{ "held":false, "turnorder":[ ], "conditions":[ ], "round":1 }, "initiative":{ "rollInitiative":"Group-Init", "initiativeDie":20, "initiativeAttributes":"initiative_bonus", "showInitiative":false, "rollEachRound":false, "apiTargetTokens":"None" }, "turnorder":{ "useMarker":true, "markerType":"External URL", "externalMarkerURL":"", "nextMarkerType":"External URL", "nextExternalMarkerURL":"", "tokenMarkerName":"None", "tokenMarkerURL":null, "nextTokenMarkerName":"None", "nextTokenMarkerURL":null, "sortTurnOrder":true, "centerToken":true, "turnAPI":"None", "turnRoll20AM":"None", "turnFX":"None", "turnMacro":"None", "roundAPI":"None", "roundRoll20AM":"None", "roundFX":"None", "roundMacro":"None", "characterRoundMacro":"None", "allRoundMacro":"None" }, "timer":{ "useTimer":true, "time":120, "skipTurn":true, "sendTimerToChat":true, "showTokenTimer":true, "timerFont":"Candal", "timerFontSize":16, "timerFontColor":"rgb(255, 0, 0)" }, "announcements":{ "announceTurn":true, "whisperToGM":false, "announceRound":true, "handleLongName":true, "showNPCTurns":false }, "macro":{ "substitutions":[ ] }, "status":{ "userAllowed":false, "userChanges":false, "sendOnlyToGM":false, "sendConditions":true, "clearConditions":false, "showConditions":"all", "useMessage":false, "access":"None", "autoAddSpells":false, "sheet":"OGL" }, "concentration":{ "useConcentration":false, "notify":"GM", "autoAdd":false, "autoRoll":false, "woundBar":"Bar1", "attribute":"None" }, "conditions":{ "blinded":{ "name":"Blinded", "key":"blinded", "type":"Condition", "description":"<p>A blinded creature cannot see and automatically fails any ability check that requires sight.</p> <p>Attack rolls against the creature have advantage, and the creature making Attack rolls have disadvantage.</p>", "icon":"bleeding-eye", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "charmed":{ "name":"Charmed", "key":"charmed", "type":"Spell", "description":"<p>A charmed creature can't Attack the charmer or target the charmer with harmful Abilities or magical effects.</p> <p>The charmer has advantage on any ability check to interact socially with the creature.</p>", "icon":"broken-heart", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "frightened":{ "name":"Frightened", "key":"frightened", "type":"Condition", "description":"<p>A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.</p> <p>The creature can't willingly move closer to the source of its fear.</p>", "icon":"screaming", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "grappled":{ "name":"Grappled", "key":"grappled", "type":"Condition", "description":"<p>A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.</p> <p>The condition ends if the Grappler is <i>incapacitated</i>.</p> <p>The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.</p>", "icon":"grab", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "incapacitated":{ "name":"Incapacitated", "key":"incapacitated", "type":"Condition", "description":"<p>An incapacitated creature can't take actions or reactions.</p>", "icon":"interdiction", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "paralyzed":{ "name":"Paralyzed", "key":"paralyzed", "type":"Condition", "description":"<p>A paralyzed creature is <i>incapacitated</i> and can't move or speak.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p> <p>Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</p>", "icon":"pummeled", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "prone":{ "name":"Prone", "key":"prone", "type":"Condition", "description":"<p>A prone creature's only Movement option is to crawl, unless it stands up and thereby ends the condition.</p> <p>The creature has disadvantage on Attack rolls.</p> <p>An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.</p>", "icon":"back-pain", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "restrained":{ "name":"Restrained", "key":"restrained", "type":"Condition", "description":"<p>A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.</p> <p>Attack rolls against the creature have advantage, and the creature's Attack rolls have disadvantage.</p> <p>The creature has disadvantage on Dexterity saving throws.</p>", "icon":"fishing-net", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "stunned":{ "name":"Stunned", "key":"stunned", "type":"Condition", "description":"<p>A stunned creature is <i>incapacitated</i>, can't move, and can speak only falteringly.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p>", "icon":"fist", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "unconscious":{ "name":"Unconscious", "key":"unconscious", "type":"Condition", "description":"<p>An unconscious creature is <i>incapacitated</i>, can't move or speak, and is unaware of its surroundings.</p> <p>The creature drops whatever it's holding and falls prone.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p> <p>Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</p>", "icon":"sleepy", "iconType":"Combat Master", "duration":1, "direction":-1, "override":true, "favorite":false, "message":"None", "targeted":false, "targetedAPI":"casterTargets", "concentration":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "wounded":{ "name":"Wounded", "key":"wounded", "type":"Condition", "icon":"yellow", "iconType":"Combat Master", "description":"Character have fewer than half their HP. No effect on it's own, but impacts other mechanics.", "duration":1, "direction":0, "message":"None", "concentration":false, "tageted":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "scuffed":{ "name":"Scuffed", "key":"scuffed", "type":"Condition", "icon":"red", "iconType":"Combat Master", "description":"Character have taken some damage, but have more than half their HP. No effect on it's own, but impacts other mechanics.", "duration":1, "direction":0, "message":"None", "concentration":false, "tageted":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "diseased":{ "name":"Diseased", "key":"diseased", "type":"Condition", "icon":"purple", "iconType":"Combat Master", "description":"May not heal any Ability damage before condition is removed. HP can be recovered normally.", "duration":1, "direction":0, "message":"None", "concentration":false, "tageted":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "poisoned":{ "name":"Poisoned", "key":"poisoned", "type":"Condition", "icon":"purple", "iconType":"Combat Master", "description":"Disadvatage on Attack rolls and Ability Checks.", "duration":1, "direction":0, "message":"None", "concentration":false, "tageted":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" }, "inspired":{ "name":"Inspired", "key":"inspired", "type":"Condition", "icon":"aura", "iconType":"Combat Master", "description":"Character is Inspired and have some temporary hitpoints", "duration":1, "direction":0, "message":"None", "concentration":false, "tageted":false, "addAPI":"None", "addRoll20AM":"None", "addFX":"None", "addMacro":"None", "addPersistentMacro":false, "remAPI":"None", "remRoll20AM":"None", "remFX":"None", "remMacro":"None" } } }

Character Sheet Changelog

GitHubLogo.png (might be more up to date than this page)



  • add Stargate Phoenix image to roll template
  • integrate ChatSetAttr commands to Short/Long Rest buttons<
  • added whisper toggle to Saves
  • added link to sheet wiki page inside the sheet (Button on settings page)

v.1.45 (2020-10-14)

  • added useful mouseover tooltip to most stats & roll buttons
  • made the Hit Dice a button
  • added Short Rest & Long Rest buttons to Settings page, with option to use ChatSetAttr API to update stats.
  • added a 4th Custom Roll button, made field wider, updated macro examples
  • add trackers for Eureka points
  • added section for storing some NPC info
  • minor typos fixed

v.1.41 (2020-10-06)

  • Roll buttons & hover highlight made more distinct
  • roll templates updated, now mentions character name, works better for descriptions
  • Init & moxie now rolls only once
  • attacks section made more clear and given more space, rolls doesn't break if no damage is given, any special info is displayed on the roll
  • Skills set as default to zero
  • Default speed set to 6m, default HP removed
  • Important fields that need to be filled out, are highlighted in red while empty.
  • Settings-page created
  • Mission Points tracking added to Setting Page
  • toggle for whispering rolls to GM added
  • toggle for showing Character name in rolls created
  • Old "Ammo"-section moved to Settings-page
  • three custom rolls options added to settings page, with examples

Stat Additions/Removals:

  • determination now have a max value, moved next to AC
  • `hp_temp` added, next to `hp`
  • Tension die added, can be added to rolls with `@{td}`
  • (MP)Mission Points added
  • Bulk tracker
  • Small Inventory section on first page
  • `ac_extra` removed

v.1.2 (2020-07-28)

  • skills, saves, init, ac, ac_extra & moxie now update when their attribute changes. init is keyed to DEX, moxie to CHA.
  • skills & saves that have been marked as proficient will now update when the prof bonus changes.
  • checking/unchecking proficiency checkbox for skills/saves automatically adds/subtracts the proficiency bonus to the affected skill.
  • the Sheet version is now display in the right corner, so it's easier to notice if the sheet have received any updates.

v.1.01 (2020-05-13)

  • update img links to point to Roll20's repo

v.1.00 (2020-03-09)

  • initial release

Feature Wishlist

Features that have been requested/considered for the sheet. Anyone can add ideas to the wishlist.

  • NPC Sheet,Vehicle Sheet
    • simplified, layout like statblocks
    • easy conversion between PC & NPC character
  • More settings(button to toggle normal/adv./disadv. on rolls, option to add custom mod)
  • Attributes/Skills/Saves
    • notes
    • fields for extra mods
    • option to roll alternative skill rolls using other base Attributes
    • option for armor/conditions/exhaustion to affect rolls automatically
  • AC, better options, toggle armor on/off
  • Attacks -improve
    • ammo tracking
    • toggle for turning off auto-roll of dmg
    • auto-add extra damage to critical rolls
  • Revamp Background page
    • class/race/origin ability rolls, send descriptions to chat
    • Tracking Feats separately
    • Proper Inventory tracking, bulk calculation
    • Extra section for personal notes
  • Scuffed/Wounded Tracker, with options for dynamic changes
  • Condition Tracker to dynamically adjust stats
  • Improved Mission Point use
  • Init & Moxie: auto-rank PCs above NPCs according to the rules
  • Interactive GM Screen page
  • Character Sheet Translation to other languages(French, Spanish, German etc.)
  • Make the sheet printer-friendly
  • Advanced:
    • API Support: options for compatibility with common APIs, or standalone Stargate API to unify relevant features.(Most API can already be used with Stargate, they just need to be manually configured to work right with the sheet)
      • "Combatmaster" Settings for Stargate Conditions, & things like Scuffed/Wounded & Exhaustion Tracker
      • "GroupInitiative", "GroupCheck" preset configs
      • Ammo/resource tracking, like presets for Ammo API or similar.
      • Streamlined Short/Long Rest, auto-update stats
      • Gate API: automate moving character through Stargates to new map, operating DHD, open/close gate, play related sounds etc.
      • "It's a Trap!"" API settings, or make Stargate-specific "It's a Trap!"" API
      • Stargate - Living series Manager: Set Tension Die at start of episode for characters, auto-assign imported characters to players, update player Mission Points at end of game.
    • Better notifications when sheet updates
    • Character Sheet Import/Export from
    • Streamline sheet for use withRoll20 Mobile App(when the app is released)


Related Pages